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243
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Community / DevLogs / Re: Red Wizard Island
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on: October 25, 2011, 02:27:36 PM
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 Looks like a fun game! Also you get extra awesome points for referring to an Amiga game.  Quick update. Shield charge up:  Shield active:  May improve this later on, but for now I'm keeping this as place-holder art so tomorrow I can code this thing into the game.
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244
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Community / Creative / Re: Most Moving Game
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on: October 25, 2011, 04:45:26 AM
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This is an old one, but I've never since become so immersed in a storyline as in Dune.
Abe's Oddyssey came close though, also the first Settlers.
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245
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Developer / Art / Re: show us some of your pixel work
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on: October 25, 2011, 03:32:04 AM
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Devlog cross-post: Here's my first attempt at a shield animation: 1  2  3  I think the start up is ok, but the loop could probably benefit from an extra frame.
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246
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Community / DevLogs / Re: Red Wizard Island
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on: October 25, 2011, 03:31:20 AM
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Here's my first attempt at a shield animation: 1  2  3  I think the start up is ok, but the loop could probably benefit from an extra frame.
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247
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Developer / Art / Re: show us some of your pixel work
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on: October 24, 2011, 01:32:31 PM
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Player character for my RPG:   Any suggestions for improvement? Just my personal taste, but I'd add some shadows underneath the chin & the legs. I assume the jacket is hanging in front/above the legs, so they'd be darker. Same goes for the jacket under the chin. Other than that, I like it. Perhaps you could add a lollipop too.
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248
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Community / DevLogs / Re: Red Wizard Island
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on: October 24, 2011, 12:54:51 PM
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Heh, thanks, I think. Today I went bug hunting and returned victorious.  For this week I've got planned: - shield spell - spell switching mechanic - in-game text (messages, signs, etc) Depending on how time will treat me, I may also start with the bird. (The one you can hop on & fly around the level) Possibly also the shops where you can buy stuff. I've got the outline pixels for the shield spell set up. Will work on the details and colours tomorrow. Made some text balloons also. 
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250
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Community / DevLogs / Re: Red Wizard Island
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on: October 21, 2011, 05:49:02 AM
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Worked on gfx a bit. Improved fireball impact somewhat. Not completely satisfied yet, but it's getting there. Old:  New: 
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251
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Developer / Art / Re: show us some of your pixel work
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on: October 21, 2011, 12:04:25 AM
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Very nice pixel work and very smooth animation.
Thanks.  Think how a water droplet acts when it hits water (and the ripple ring that jumps back), now tilt your head left 90 degrees and look at the gif again. What looks a bit odd to me is how at the very end the top and bottom blast are still moving right as they thin out.
For the end of the animation you could have the blast ring curl back and come away from the thing it hits (imagining the force is being redirected both up and down but also slightly backwards). Or just make two small flames that move away from the collision point (up/down) with no side motion for a more cartoony effect.
Another thing - try to decelerate the top/bottom flames too as they move outward.
Hope that helps with what you want to achieve.
Thank you, very informative.  Another thing I'm thinking of is that this only looks "right" when hitting objects that are straight blocks (since the impact surface is straight). I think I'll go with a few flames bursting out plus a ripple effect like you mentioned. Will post the result here later.
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253
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Developer / Art / Re: show us some of your pixel work
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on: October 20, 2011, 07:55:38 AM
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 Been trying to get the fireball impact of my game improved. First three frames are fireball flying, after that is the impact anim. The idea is to make flames burst out of the up and down sides of the fireball, while the velocity of impact breaks away the left side. I'm somewhat satisfied, but the flames on the edges don't seem right. Especially the last three screens kinda suck I think...
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255
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Community / DevLogs / Re: Red Wizard Island
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on: October 19, 2011, 09:46:31 AM
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I had the afternoon off, so I made some barrels explode ahead of schedual.  Hitting a barrel with a fireball now causes it to go boom and release goodies (coins, potions). If you like things that go boom, watch me testing it out here: I've noticed sometimes the bouncing powerups get stuck near a solid block. Will fix that on friday, won't be a big thing. Unlike the segfault I spent most of my time on today. But it in the end, that's why I like programming. Solving riddles. 
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256
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Community / DevLogs / Re: Red Wizard Island
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on: October 18, 2011, 10:52:38 AM
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This week I'm working on barrels that explode when you shoot them, releasing goodies like coins and health potions. Right now I've got a barrel, and when you shoot it a single coin bounces out. It's a start. So like I said, not much time, small stuff, but hey.  My humble goal is to have a proper exploding barrel on friday.
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258
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Community / DevLogs / Re: Red Wizard Island
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on: October 18, 2011, 03:31:07 AM
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 Thanks.  I noticed your missing some sounds and music, do you need game music? I'm a musician and my rates are Indie friendly and affordable
Sorry, I've already got me a musician.  I'm actually a musician too and I've made music with him before, but for this game I'm delegating the music side to him (unless it sucks, but I don't expect it to). I checked out your music, I especially like the Meditative Thought one. Cheers. 
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259
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Community / DevLogs / Re: The Archer
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on: October 17, 2011, 11:04:42 AM
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Just want to say ever since I spotted this game on indiegames.com I'm a fan.  Love your art.
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260
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Community / DevLogs / Re: Red Wizard Island
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on: October 17, 2011, 07:39:16 AM
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Thanks!  I just added the texts yesterday, I was thinking of having different colours for different things, yellow for cash, green for hp gained, red for hp lost, and so on. I could lose the unnecessary text that way. I will definitely finish this, although right now I have little time to work at it. I just started a new job which is taking a lot of energy, but I'm thinking of new things to add in the future anyway.  Once things quiet down a bit I'll be back at it. Meanwhile doing some small pixelwork and some tweaking, just little stuff, postponing working out the big ideas until I have more time and energy.
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